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Avatar Breaks Animation

Discussion in 'Animation' started by p-jinx, Aug 19, 2015.

  1. p-jinx

    p-jinx

    Joined:
    Aug 19, 2015
    Posts:
    2
    Hi,
    I have a character I have rigged in Maya using the HIK system. Everything looks great in Maya and everything looks great if I use "generic" on the import settings in Unity.

    However, once I switch to "humanoid" and set up the avatar the animation breaks. Specifically the character is holding a prop (a guitar which is animated but not with a skeleton) and it is no longer in his hands after I get that check mark next to "configure..."

    I can understand why this wouldn't re-target very well (though I haven't tried that yet) but I don't understand why it would break the animation that is baked into the skeleton. Is there some way I can adjust my avatar so it doesn't mess with the baked in animation on the skeleton at all? Or I guess the question is, what do I need to do so Unity will play nice with this guy?

    Any help would be greatly appreciated!
     
  2. AaronC

    AaronC

    Joined:
    Mar 6, 2006
    Posts:
    3,552
    Sorry I can't help but mecanim is terrible with props. There's quite a few prop-related issues posted in this forum. There's quite a possibility that Unity is just too broken in this regard to handle your file. Id recommend trying the generic animation type and failing that legacy should deliver.
     
  3. p-jinx

    p-jinx

    Joined:
    Aug 19, 2015
    Posts:
    2
    Thanks for the response, AaronC!

    I actually figured it out.
    The guitar and its children were unchecked under "Masks/Transform" in the import settings. So I checked those boxes (along with "bake into pose" for all 3 root transforms and "Original" for "Based Upon (at start)" for the Y and XZ position) and BAM! Animation just like in Maya. (These settings need to be set for each animation, BTW)

    Anyway, hope this helps somebody who might have a similar issue.
     
    theANMATOR2b and AaronC like this.